leorimolo
May 25th, 2009, 02:09 PM
Well this inst exactly for Halo CE but its basically the same script engine for all halo's.
(script continuous cinematic_fade_to_white
(begin
(if (and (volume_test_objects_all tv_e1_cov_inf2_2_unsafe (players)) (= (structure_bsp_index)1)))
(Begin
(Object_teleport (list_get (volume_return_objects spawn) 15) bsp2)
)
)Basically I need to know if this script would work, right now its supposed to test if there are players are in said trigger volume and if it is in the first bsp.
This would then grab all the players in the trigger volume and teleport them to a said location. I need to know if this script looks correct because I am going to manually inject it for halo 2. The only scripting program is being incredibly gay with this script.
Here is a cleaner version
(script continuous Teleporter
(begin
(if (and (volume_test_objects_all <trigger_volume> (players)) (= (structure_bsp_index)1)))
(Begin
(Object_teleport (list_get (volume_return_objects <trigger_volume>) 15) <cutscene_flag>)
)
)This is meant to be used for respawning in halo 4 player Co-Op. Since there is a set spawn on the first bsp we needed a solution that would teleport the people who respawned after the bsp changed. So we are making rally points with weapons in each bsp along with the fabricated "spawn"
(script continuous cinematic_fade_to_white
(begin
(if (and (volume_test_objects_all tv_e1_cov_inf2_2_unsafe (players)) (= (structure_bsp_index)1)))
(Begin
(Object_teleport (list_get (volume_return_objects spawn) 15) bsp2)
)
)Basically I need to know if this script would work, right now its supposed to test if there are players are in said trigger volume and if it is in the first bsp.
This would then grab all the players in the trigger volume and teleport them to a said location. I need to know if this script looks correct because I am going to manually inject it for halo 2. The only scripting program is being incredibly gay with this script.
Here is a cleaner version
(script continuous Teleporter
(begin
(if (and (volume_test_objects_all <trigger_volume> (players)) (= (structure_bsp_index)1)))
(Begin
(Object_teleport (list_get (volume_return_objects <trigger_volume>) 15) <cutscene_flag>)
)
)This is meant to be used for respawning in halo 4 player Co-Op. Since there is a set spawn on the first bsp we needed a solution that would teleport the people who respawned after the bsp changed. So we are making rally points with weapons in each bsp along with the fabricated "spawn"